[DOTO] Dawn Of The OverLords

@<Nexus> hey man,

consult -> what should be the thresholds for xp growth via city size changes?
i created the following logic when a city increase population:

Spoiler :

Code:
int xpAmount = 0;
    switch (m_iPopulation)
    {
        case 3:
        case 6:
            xpAmount = 1;
            break;
        case 8:
        case 10:
            xpAmount = 1;
            break;
        case 12:
            xpAmount = 2;
            break;
        case 14:
        case 16:
            xpAmount = 1;
            break;
        case 18:
        case 19:
        case 20:
            xpAmount = 1;
            break;
        case 22:
        case 24:
            xpAmount = 1;
            break;
        case 26:
            xpAmount = 2;
            break;
        default:
            xpAmount = 0;
            break;
    }
    //if nothing fits the case above -> check:
    if (m_iPopulation > 28 && m_iPopulation < 30 && xpAmount == 0)
        xpAmount = 1;
 
consult -> what should be the thresholds for xp growth via city size changes?
i created the following logic when a city increase population:
Sorry but I don't understand :confused:
 
sorry,
ill explain,
each time a city grow in population -> the Governor unit will get xp for it.
Each size of the city will provide different xp point.

for example:
case 8:
case 10:
xpAmount = 1;
break;
case 12:
xpAmount = 2;
break;


if the city is size 8 or 10, it will give 1 xp
if the size is 12, it will give 2 xp,
11 in my code above , will provide nothing, meaning skip 1 growth without xp.

finally xp for a Governor, will be given for city size 29 only (will adjust to 28 and 30).

so in total , 10 xp if the city gets to size 29.

---
in addition im writing the code that will provide 1 xp per town/cottage.
it will fill a scale (game speed dependent and threshold.
once the scale is full, 1 more xp will be given to the Governor .
for example,
a city has 4 cottages in its vicinity,
each turn the scale gets 4 xp rate.
lets say the scale is 0/40 for the Governor to get 1 xp point.
it will take 40 turns to fill up the bar to gain the xp point.

that's the idea.
 
progress report:

im basically done with all the code for governor.
which is, a LOT!
i added so much functions and lines of code to cover all angles.
but it works pretty cool :)

xp from improvements is so nice,
i devised in Excel a progression turn count for every game speed .
the calculation of it is based on having 4 cottages that the city works.
in addition to xp from city size incremental.


left to do:
1. calculate AI rank for improvements that give xp -> gotta think how im being careful to no make the AI build mostly cottages...
2. add the remainder of promotions from nexus list above
3. add new fixes from AdvCiv
4. add governor unit art
5. make the governor as a game option.
6. compensate for yields and commerce for the additions from the governor (hardest part....)

test some special cases for the governor
 
thanks buddy,
looking forward.

i have made my comments very clear for you to merge once im Done.
i will be happy to guide you through.

FYI ->
Doto has a "hidden" system for my City States.
after size 21 of a city, the city will not grow on population,
it will grow by special great people that grant a yield.
i created this to compensate cities that cannot work tiles cause they maxed out their cross tiles area.

maybe i should enable this as a game option for all players?

--
also,
im thinking later on to do something like unhealthy progression bar that accumulates per city when the city is not healthy.
resulting in population loss.

--
if i knew what i know today in cpp coding 10 years ago, i couldnt have made amazing stuff i think, for my old dune mod and doto and Barsoom.
oh well civ4 forever :)
 
Last edited:
also,
im thinking later on to do something like unhealthy progression bar that accumulates per city when the city is not healthy.
resulting in population loss.
Why not a pollution system rather? Where buildings, improvements and terrain features increase or decrease the level of pollution.
 
Here's what I've got so far.
This is the style I imagined for the governor promotions. I meant it to be different from the combat promotions.
1694088418248.png
 
ok i thought of a method to make the compensation for the governor in a global way.

i will overwrite the speed parameters, stuff like inflation, build units and buildings and add them like 10-20 % when called on.
since i want the governor as a game option , i can control this effect.
for health and happiness i need an idea :)
maybe overwrite handicap values.
 
I mean the in between promos,
Like artisan 2 req artisan 1 and research contributer,etc..

Having some bugs that im sweating over, so not finished yet.
I realise now that i had to use a building to pose as the city governor. Using its tags and broad calcs would have been much easier and clean.
Ill finish this great people governor base and then convert.
 
i see,
well i might entangle some , to spice things up.

i just did a really cool system ->
a governor which provides + to gp, will give gp points to a specific Great people.
this is determined by the great people, Unique name!
i gave this :

<UniqueName>Governor Artist</UniqueName>
<UniqueName>Governor Merchant</UniqueName>
<UniqueName>Governor Scientist</UniqueName>
<UniqueName>Governor Engineer</UniqueName>
<UniqueName>Governor Spy</UniqueName>
<UniqueName>Governor Prophet</UniqueName>
<UniqueName>Governor General</UniqueName>
.
.
repeatadly .

so each governor that is born, provides gp to a different gp :)
i tested it and it works.

how cool is that huh?:)
 
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